App Design
Februry 2024 - April 2024
Product Design, User Research, Prototyping and Information Architecture
My team embarked on developing a gamified self-care app to tackle the widespread challenge young adults face in establishing and maintaining healthy self-care habits. Recognizing the increasing popularity of gamification, we saw an opportunity to create an engaging solution that promotes personal development and mental well-being. By integrating entertaining elements, we aimed to make self-care practices more accessible and enjoyable, ultimately fostering long-term healthy habits.
Young adults often struggle to build and maintain healthy routines due to a lack of motivation and difficulty feeling in the right "mood" for specific self-care activities.
Finch: Self-care Pet
Me+ Daily Routine Planning
Habit Rabit: Habit Tracker
Our target users are adults between the ages of 18-30 who have an interest in mobile and video games. They are attracted to apps that gamify experiences, particularly those that can be played with friends. These users enjoy sharing discoveries and trying new activities. They are interested in self-improvement and enhancing their well-being. Notably, they are often more motivated to take care of themselves when it involves supporting their friends.
During our user research phase, we conducted interviews with individuals from diverse backgrounds. Our interviewees were aged between 20-30 and had an interest in either games or self-care practices.
Our analysis revealed that not many self-care apps effectively gamify the user experience while also providing online communities. Additionally, we found that Gen Z individuals are more inclined to help others before themselves. This demographic, along with young adults, has a strong desire for community and belonging. These insights highlight a unique opportunity for our app to fill a gap in the market by combining gamified self-care with a supportive online community.
Creating the wireflow was more challenging than anticipated, as it required careful consideration of how each button would function and where it would lead users. Although the wireflow itself doesn't require extensive detail, it demanded significant thought to ensure the application was logical and met user needs.
Additionally, I used Figma to develop the prototype. While the visual design process in Figma was relatively straightforward, connecting various pages for the interactive prototype proved complex and confusing.
In the future, I plan to continue using Figma and aim to enhance my familiarity with the program to streamline the design process and reduce the time and confusion experienced during this project.
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